初始环境

This commit is contained in:
oldpeper 2024-10-22 09:17:28 +08:00
parent a38eef8249
commit 5113e67fa6
530 changed files with 137275 additions and 0 deletions

7
.gitignore vendored
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@ -70,3 +70,10 @@ crashlytics-build.properties
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d2/apk/
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d2/Library/
d2/Temp/
d2/obj/
d2/Logs/

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using UnityEngine;
namespace Script
{
public class GameManager : MonoBehaviour
{
// Start is called before the first frame update
void Start()
{
}
// Update is called once per frame
void Update()
{
}
}
}

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using System;
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.Serialization;
namespace Script.Map
{
public class MapManager : MonoBehaviour
{
public static MapManager ins;
[SerializeField] private CarObject seleCarObject;
[SerializeField] private List<CarObject> carObjects;
[SerializeField] private GameObject templateGrid;
public Grid[,] MapGrid ;
[SerializeField] private Transform gridParent;
public int x { get; private set; }
public int y { get; private set; }
public bool InitReady { get; private set; } = false;
private void Awake()
{
ins = this;
Init(10, 10);
}
public void Init(int _x,int _y)
{
InitReady = false;
x = _x;
y = _y;
MapGrid = new Grid[x, y];
StartCoroutine(InitGrid());
}
private IEnumerator InitGrid(Action action=null)
{
for (var i = 0; i < x; i++)
{
for (var j = 0; j < y; j++)
{
MapGrid[i, j] = Instantiate(templateGrid,gridParent).GetComponent<Grid>();
MapGrid[i,j].SetData(i,j);
MapGrid[i,j].SetBool(true);
MapGrid[i, j].SetRestPostion();
yield return null;
}
}
foreach (var grid in MapGrid)
{
grid.SetAdjacentGrid();
}
action?.Invoke();
InitReady = true;
}
public void RestGrid(int _gx,int _gy,bool bo)
{
MapGrid[_gx,_gy].SetBool(bo);
}
}
}

View File

@ -0,0 +1,11 @@
fileFormatVersion: 2
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@ -0,0 +1,9 @@
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class CarObject : MonoBehaviour
{
[SerializeField] private List<PassengerObject> _passengerObjects;
public ColorEnum carColor;
}

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using System;
using System.Collections;
using System.Collections.Generic;
using Script.Map;
using UnityEngine;
public class Grid : MonoBehaviour
{
public int x { get; private set; }
public int y { get; private set; }
public bool Open { get; private set; }
public Grid East { get; private set; }
public Grid South { get; private set; }
public Grid West { get; private set; }
public Grid North { get; private set; }
public void SetData(int _x,int _y)
{
x = _x;
y = _y;
}
public void SetBool(bool bo)
{
Open = bo;
}
public void SetRestPostion()
{
transform.localPosition = new Vector3(x*100, y * -100,0);
}
public void SetAdjacentGrid()
{
if (x - 1>=0)
{
MapManager.ins.MapGrid[x - 1,y].SetEast(this);
}
if (y - 1>=0)
{
MapManager.ins.MapGrid[x,y - 1].SetSouth(this);
}
if (y + 1<MapManager.ins.y)
{
MapManager.ins.MapGrid[x,y + 1].SetNorth(this);
}
if (x + 1<MapManager.ins.x)
{
MapManager.ins.MapGrid[x + 1,y].SetWest(this);
}
}
public void SetEast(Grid grid)
{
East = grid;
}
public void SetSouth(Grid grid)
{
South = grid;
}
public void SetWest(Grid grid)
{
West = grid;
}
public void SetNorth(Grid grid)
{
North = grid;
}
public void ResetPosition()
{
}
// Start is called before the first frame update
void Start()
{
}
// Update is called once per frame
void Update()
{
}
}

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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class PassengerObject : MonoBehaviour
{
public ColorEnum passColor=ColorEnum.white;
// Start is called before the first frame update
void Start()
{
}
// Update is called once per frame
void Update()
{
}
}

View File

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using System.Collections;
using System.Collections.Generic;
using Unity.Collections.LowLevel.Unsafe;
using UnityEngine;
public enum ColorEnum
{
white=0,
red=1,
yellow=2,
}

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8
d2/Assets/Script/UI.meta Normal file
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@ -0,0 +1,956 @@
<!--
Feature 新增功能/接口
Changed - 功能/接口变更
Deprecated - 不建议使用的功能/接口
Removed - 删除功能/接口
Fixed - 修复问题
Others - 其他
-->
## 2024-5-15 【普通更新】
### Feature
* 普通支持JS构建模板请查阅[模板文档](https://wechat-miniprogram.github.io/minigame-unity-webgl-transform/Design/BuildTemplate.html)
* 普通:调整启动封面表现,默认进度动画加速
* 普通writeFile/unlink操作文件时同步更新启动插件维护的缓存信息
* 普通:支持自定义微信系统字体字符集
* 普通网络接口如UnityWebRequest支持通过添加特殊请求头`request.SetRequestHeader("wechatminigame-preload", "1")`做预下载缓存到用户目录但不增加unity内存。当需要使用时不增加请求头重新请求即可从用户目录读取缓存使用。
* 普通网络接口如UnityWebRequest支持通过添加特殊请求头`request.SetRequestHeader("wechatminigame-skipclean", "1")`不做旧缓存淘汰。
* 普通适配插件版本升级到1.2.50
## 2024-5-15 【普通更新】
### Fixed
* 普通修复团结版dotnet wasm加载报错
* 普通修复音频的长度为负数时的异常stop
* 普通修复配置文件重置bug
## 2024-4-17 【普通更新】
### Feature
* 普通编译参数增加ERROR_ON_UNDEFINED_SYMBOLS
* 适配插件版本升级到1.2.45
### Fixed
* 普通修复团结版dotnet wasm加载报错
* 普通修复音频的长度为负数时的异常stop
* 普通修复配置文件重置bug
## 2024-4-3 【重要更新】
包含重要bugfix、特性支持
### Fixed
* 重要修复UDP接口处理buffer
* 重要修复unity-namespace.js部分环境变量丢失问题
## 2024-3-28 【普通更新】
### Feature
* 普通:优化对团结版的导出支持
### Fixed
* 普通兼容PlayDelayed播放
* 普通兼容FMOD2.02版本
* 普通修复FState偶现报错
## 2024-3-5 【普通更新】
### Feature
* 普通WXAssetBundle支持切换CDN
* 普通优化VideoPlayer组件
* 普通:更新小游戏模板捕获全局错误
* 普通:高性能+模式不再限制需要iOS>15.0
### Fixed
* 普通修复wx.onBluetoothDeviceFound
* 普通修复wx.onUserCaptureScreen
* 普通修复wx.getAppAuthorizeSetting
* 普通修复fs.stat
* 普通:修复截屏回调
* 普通unity21.3网络超时时间设置
## 2024-1-18 【普通更新】
* 普通更新适配插件版本到1.2.38
### Fixed
* 普通不支持WebGL2的旧Android微信版本提供升级指引
## 2024-1-15 【普通更新】
### Feature
* 重要增加iOS高性能+(iOSPerformancePlus)选项,请查阅[高性能+模式](https://developers.weixin.qq.com/minigame/dev/guide/performance/perf-high-performance-plus.html)有助于提升渲染兼容性、降低WebContent进程内存
* 普通陀螺仪去json性能优化
### Fixed
* 普通:修复蓝牙数据传输问题
* 普通修复广告低版本微信ReportshareBehavior上报问题
* 普通修复2021.3.33 ContextMenu适配
* 普通:修复开放域排行榜触控
## 2024-1-2 【重要更新】
包含重要bugfix、特性支持
### Feature
* 普通启动剧情新增Hash 、版本号兼容验证逻辑
* 普通转换配置新增iOS dpr选项
* 普通C# SDK支持文档注释
### Fixed
* 重要修复Android系统代码分包Patch功能不生效的问题(需同时升级分包工具插件至1.1.12)
* 普通修复压缩纹理工具在一些特殊字符转义失败的bug
## 2023-12-18 重要更新】
包含重要bugfix、特性支持
### Feature
* 普通TouchStart/TouchEnd去json性能优化
### Fixed
* 重要修复TCP接口处理buffer
## 2023-12-12
【重要更新】包含重要bugfix、特性支持
### Feature
* 重要优化TCP接口能力使用请查阅[网络通信适配](https://github.com/wechat-miniprogram/minigame-unity-webgl-transform/blob/main/Design/UsingNetworking.md)
* 重要优化UDP接口能力
* 普通:优化启动剧情能力(Beta)
* 普通增加接口WX.CanIUse
## 2023-12-08
【重要更新】包含重要bugfix、特性支持
### Feature
* 重要:新增启动剧情能力(Beta)
* 重要新增TCP接口能力
* 普通更新适配插件版本到1.2.34
### Fixed
* 严重修复TouchMove在<iOS 15.0系统BigUnit64Array兼容性问题
* 严重:修复适配插件处理代码分包时序导致的一定概率启动失败
## 2023-11-29
【普通更新】
### Fixed
* 普通修复TouchMove优化在2020之前版本产生的导出错误
## 2023-11-28
【重要更新】包含重要bugfix、特性支持
### Feature
* 普通FileSystem Stat支持isDirectory和isFile
* 普通:优化胶水层代码,删减多余代码
* 重要TouchMove触摸性能优化
* 重要优化微信字体所占用的MonoHeap临时内存
### Fixed
* 普通修复IOS音频被打断无法重新播放
* 普通修复2022导出Video的BUG
## 2023-11-10
【普通更新】
### Feature
* 普通支持2022 Input Field组件适配微信输入法
* 普通PC端和开发者工具支持Unity VideoPlayer组件
## 2023-11-02
【普通更新】
### Fixed
* 修复部分首资源包压缩异常问题
## 2023-10-20
【普通更新】
### Feature
* 重要Unity2022 development build的导出支持
* 普通更新小游戏云测试profile获取的性能数据
### Fixed
* 普通修复微信压缩纹理工具对音频ab包的处理bug问题
* 普通:修复微信压缩纹理工具在 MacOS M1系列芯片执行异常问题
## 2023-10-11【普通更新】
### Feature
* 适配Video Player, 安卓3.0.0基础库/IOS 3.1.1基础库且只支持播放一个视频
## 2023-9-26
【重要更新】包含重要bugfix、特性支持
### Feature
* 适配Application.targetFramerate无需再调用小游戏的帧率设置API
### Fixed
* 重要修复wasm分包patch未生效的问题
* 重要修复WXAssetBundle在异常时上报错误
* 更新适配插件版本到1.2.31
## 2023-09-20
### Feature
* API协议更新至3.0.1版本,增加模糊地理位置获取接口
* 更新适配插件版本到1.2.29
## 2023-09-01
### Feature
* 微信压缩纹理工具Unity全版本支持
### Fixed
* 修复WXAssetBundle WXUnload后再次Load同个AssetBundle可能出现的异常
* 优化WXAssetBundle当UnityWebRequest异常时DownloadHandlerWXAssetBundle.assetBundle返回null不再直接崩溃
* 更新适配插件版本到1.2.26
## 2023-08-24
### Feature
* 适配AudioClip.GetData
* 更新适配插件版本到1.2.25
### Fixed
* 修复旧版本安卓使用系统字体报错'SC Font not found in TTC File'
* 资源优化工具支持ASTC6*6格式
## 2023-08-18
### Feature
* 增加downloadfile优化构建支持创建类时传入success等会回调
* 重构fs.readFile和fs.readFileSync支持position和length参数
* 增加onMouseDown等PC点击事件
* 支持通过 `minigame/unity-namespace.js` 中函数 `isReportableHttpError` 忽略非重要网络异常上报,如心跳、数据分析接口
### Fixed
* 修复使用 `WXAssetBundle` 且请求了不同版本的资源时报错'readFileSync:fail no such file or directory'
* pc下载资源出现'still downloading xxx'弹框时用户可尝试重启小游戏
* 修复最佳实践检测工具首资源包是否压缩判断
## 2023-08-10
### Feature
* 增加隐私信息授权APIrequirePrivacyAuthorize等
* 增加API-requestSubscribeLiveActivity
* WXAssetBundle兼容WebGL浏览器环境(回退至UnityWebRequestAssetBundle模式运行)
## 2023-08-3
### Feature
更新内容:
* 首资源包压缩后在pc上运行的基础库版本限制调整CDN加载(>=2.32.3),小游戏分包加载(2.29.2)
* 完善FileSystemManager
* Video支持修改属性
* development模式下增加渲染性能检测日志
* 启动卡住时补充上报dependency
* 更新适配插件为1.2.23
### Fixed
* 修复微信系统字体加载时报错'SC Font not found in TTC File'
* 忽略unity分析的网络失败上报
* 修正网络个数和HTTP2.0检测
* 修复wx.onCompassChange
## 2023-07-27
### Feature
* 转换插件添加启动并行下载配置
* 详细缓存日志不写入日志管理器
* pc增加是否支持brotli压缩条件判断
### Fixed
* 修复系统字体未正常预下载
* PC微信因loadSubPackage无回调的容错处理
* 修复最佳实践检测工具首资源包brotli压缩后仍提示未gzip/br压缩
* 修复AudioSource修改pitch失效
* 修复PC端OnKeyDown回调报错
## 2023-07-20
### Feature
* 补充启动阶段关键日志
* 新增米大师接口RequestMidasPaymentGameItem
* 更新适配插件1.2.19
### Fixed
* 首资源包校验兼容微信纹理压缩工具
* 移除不用的纹理下载API
## 2023-07-12
### Feature
* 增加选项Il2CppCodeGeneration默认为Il2CppCodeGeneration.OptimizeSize
* 启动期间校验首资源包大小
* 更新适配插件1.2.18
## 2023-07-05
### Feature
* iOS高性能模式自动GC策略(默认10s GC)可通过MiniGameConfig.asset-CompileOption-iOSAutoGCInterval调整间隔
* 支持对首资源包进行brotli压缩
### Fixed
* 性能面板数值显示优化
## 2023-06-29
### Feature
* 最佳实践预下载及网络下载检测项调整
* 增加OpenCustomerServiceChat
* 优化WXTouchInputOverride在touchend时触发点击事件
### Fixed
* 修复微信系统字体在iOS上部分字符缺失
* 修复微信系统字体在安卓上字形异常
* 修复导出webgl的兼容逻辑
## 2023-06-16
### Fixed
* 修复Unity压缩选项导致出包错误
* 调整默认打开窗口宽度
* 修复打包后分包插件提示: '当前项目模板过旧请使用新版unity导出插件重新导出项目
## 2023-06-14
### Feature
* 移除对Node.js依赖
* 优化面板提供Instant Game AutoStreaming自动配置与上传。
* 增加API getlogmanager/getrealtimelogmanager
### Fixed
* iOS高性能最低支持版本调整
* 微信系统字体预载bug修复
* 音频FMOD导出适配
## 2023-06-12
### Fixed
* plugins目录增加link.xml, 避免动态创建的类型被裁剪(如litjson解析)
## 2023-06-7
### Feature
* UnityWebRequest支持timeout属性
* 二次启动最佳实践检测逻辑调整
### Fixed
* 修复Unity 2022引擎版本导出Web版本的模板
* dev版本不处理symbols数据
* 修复微信系统字体多行重写的问题
* 修复微信系统字体在iOS系统部分缺失符号
## 2023-06-1
### Feature
* 支持Unity 2022引擎版本导出微信小游戏
* 优化framework胶水层获取Canvas与宽高属性的性能损耗
* ProfileStats性能面板增加FrameTime
* 支持WASM生成external symbols优化无需Node支持
* 增加API CreateFeedbackButton
* 广告API customAd增加onHide
* 更新适配插件1.2.11
### Fixed
* 修复Android首次退出小游戏后会继续播放的问题
* DoExport增加返回值方便第三方工具集成
* innerAudio onError增加回调信息
## 2023-05-24
### Feature
* 更新适配插件1.2.5
* 优化开发版、体验版小游戏支持最佳实践检测工具
### Fixed
* TextureEditor插件目录不参与编译
## 2023-05-22
### Feature
* 支持使用微信字体使用WX.GetWXFont获取使用系统字体
* 支持WXAssetBundle替换Unity AssetBundle以减少内存使用请参阅文档[使用AssetBundle](Design/UsingAssetBundle.md)其中WXAssetBundle部分
* 开发版、体验版小游戏支持最佳实践检测,请参阅[最佳实践检测工具](Design/PerformanceMonitor.md)
* WX-WASM-SDK-V2** 版本使用新的目录结构为WX-WASM-SDK-V2更新需手动删除`Assets/WX-WASM-SDK` (如有二次修改请备份)。若新版本出现异常,可使用旧版本备份包 [SDKv1 Unity插件](https://github.com/wechat-miniprogram/minigame-unity-webgl-transform/blob/main/tools/minigame.202305172131.unitypackage) 版本包进行回退
* 适配插件版本号更新为1.2.3
### Fixed
* 对齐最新[小游戏基础库2.30.4协议](https://github.com/wechat-miniprogram/minigame-api-typings/blob/master/types/wx/lib.wx.api.d.ts)
部分类、接口名变更,原 Callback 命名更替为 Listener 如:
```
OnKeyboardInputCallbackResult -> OnKeyboardInputListenerResult
```
* 修正调用参数类名的大小写,例如:
```
getGameClubDataOption -> GetGameClubDataOption
openPageOption -> OpenPageOption
```
## 2023-04-26
### Changed
* 更新启动插件1.1.19
## 2023-03-31
### Feature
* 优化启动插件内存占用
## 2023-02-22
### Feature
* 支持开通高性能模式的游戏禁止回退成普通模式运行,通过`disableHighPerformanceFallback`修改
## 2023-02-15
### Fixed
* 微信压缩纹理工具修复自定义路径导出
* 微信压缩纹理工具优化增量逻辑
* fmod转换适配develop build
## 2023-02-9
### Feature
* 微信压缩纹理新增API可供开发者调用接入自定义自动转化能力
* 微信压缩纹理工具内核优化
* 微信压缩纹理工具对WebGL2.0 Gamma Linear模式兼容Beta
### Fixed
* WebGL2.0模式下修复Android的内存异常上涨
## 2023-01-17
### Fixed
* iOS高性能模式下touch identifier始终返回正整数
## 2023-01-17
### Feature
* 适配Unity 2020版本导出的_JS_Sound_IsStopped
* 适配插件版本升级到1.1.12
### Fixed
* WebGL2.0模式下修复iOS普通模式的渲染异常
* WebGL2.0模式下修复iOS高性能模式进程内存过大的问题
* 修复fmod相关的适配问题
* 修复微信压缩纹理DXT占位符当初修复eslint引发的无法替换问题
## 2023-01-04
### Feature
* 增加`WX.ReportScene`接口用于游戏自定义场景上报可参见github文档或mp文档 https://developers.weixin.qq.com/minigame/dev/guide/performance/perf-action-start-reportScene.html
* 增加`Rmdir``RmdirSync`接口
* 增加`GetCachePath`接口
* 提供插件缓存路径`PluginCachePath`
* 性能面板增加ProfilingMemory Dump功能使用请查阅https://github.com/wechat-miniprogram/minigame-unity-webgl-transform/blob/main/Design/UsingMemoryProfiler.md
### Fixed
* 修复偶现读取空文件的bug
## 2022-12-28
### Feature
* 增加ProfilingMemory功能使用请阅读相关文档
* C# SDK支持API chooseMedia
* Snapshot支持Unity 2021编译参数增加_emscripten_stack_get_base,_emscripten_stack_get_end
* iOS高性能模式2.29.1支持BufferURL
### Fixed
* InnerAudio播放音频中文文件名修复
* 兼容iOS 8.0.31普通模式UnityAudio短音频适配问题
## 2022-12-22
### Fixed
* 修复UnityPlugin v1.1.5导致特性开关和分包patch逻辑失效
## 2022-12-21
### Feature
* 排行榜能力优化
* 视频透明时全局清理标记
* 移除markdown插件
* 微信压缩纹理增加支持ASTC6*6格式
* 适配插件版本升级到1.1.5
## 2022-12-7
### Feature
* 支持指定Node路径MiniGameConfig.asset-CompileOption-CustomNodePath指定自定义node安装目录
* 编译选项增加CleanBuild(仅支持2021以上版本)
* 适配插件版本升级到1.1.3
### Fixed
* 修复UnityAudio适配InnerAudio时静音状态对长音频在切换场景后无效的问题
## 2022-11-30
### Feature
* 微信压缩纹理支持WebGL2.0
* 微信压缩纹理对.svn .git目录忽略
## 2022-11-23
### Feature
* 导出增加sbrk函数2021无需profiling-memory查看DynamicMemory
### Fixed
* UDPClient使用connect+write, 修复send接口性能问题
## 2022-11-17
### Feature
* 微信压缩纹理优化支持ASTC使用非4倍数尺寸
* 新增录屏接口功能
## 2022-11-9
### Feature
* Unity Audio压缩纹理支持小游戏InnerAudio
* 适配插件版本升级到1.1.2
### Fixed
* 修复png资源Windows系统下缓存异常
## 2022-10-27
### Feature
压缩纹理回退使用png时也支持缓存逻辑
### Fixed
使用node命令时同时查找默认安装路径
修复Win7下使用Unity2021生成symbols时导致的卡死问题
## 2022-10-20
### Feature
* 高性能模式HTTP网络切换为小游戏接口
* 适配插件版本升级到1.0.97
## 2022-10-12
### Feature
* 微信压缩纹理工具支持ASTC文件读取并支持不同的块大小(需Unity2021版本)
* 适配插件版本升级到1.0.95
### Fixed
* 文件缓存清理逻辑优化
## 2022-9-28
### Feature
* InnerAudio支持持久化文件存储当音频路径加入到缓存目录时
* 适配插件版本升级到1.0.94
### Fixed
* 修复Unity2021下使用微信压缩纹理工具在iOS普通模式无法正常渲染的问题
* 修复WebGL2导出时的胶水层异常
## 2022-9-21
### Feature
* 增加游戏圈接口openPageOption, getGameClubData
* FileSystemManager增加stat接口
### Fixed
* FileSystemManager异步读取文件填写encoding时没有返回数据
## 2022-9-13
### Feature
* 微信压缩纹理工具支持bundle级别修改压缩纹理等级
* Unity2021 IL2CPP默认选项更改为SIZE减少代码包体
## 2022-9-8
### Fixed
* 启动封面拉伸
* pc小游戏下载路径处理
### Feature
* 增加动态修改DATA_CDN的C#接口`SetDataCDN`以及js接口`GameGlobal.manager.setDataCDN`
* 增加动态修改预下载列表的C#接口`SetPreloadList`以及js接口`GameGlobal.manager.setPreloadList`
## 2022-9-7
### Fixed
* 修复PlayerPref在Unity Editor中的兼容
* 修复WXWriteBinFileSync返回值的处理
## 2022-8-31
### Fixed
* 调整WXTouchOverride更新逻辑为LateUpdate, 补充TouchCancel事件
* 修复资源量较大时,压缩纹理工具替换过程的卡死问题
## 2022-8-26
### Feature
* HTTP下载时文件缓存与规则判定效率优化
* 压缩纹理对于不支持的引擎版本增加提示
* 插件特性动态开关
## 2022-8-17
### Feature
* WASM代码未发生变化时不在进行压缩加快转换速度
* 压缩纹理支持剔除功能, 增加详细日志输出
* 微信开发者工具支持提示插件审核指引
## 2022-8-11
### Fixed
* 启动视频样式错误
## 2022-8-10
### Feature
* 支持自定义启动封面样式
* pc微信支持启动封面
### Fixed
* 安卓8.0.25启动异常
* 写缓存时未删除同名旧缓存
* 使用Date.now替换performence.now以提升性能
* 压缩纹理工具支持特殊字符资源
## 2022-7-28
### Feature
* 增加UDP接口能力
## 2022-7-20
### Feature
* 增加重启小游戏的API支持
### Fixed
* 纹理压缩并行下载完成未正常显示
### Feature
* 设置启动时是否自动检查小游戏版本更新
## 2022-7-14
### Fixed
* 转换面板的最大内存提示与指引优化
* WebGL导出失败时不进行小游戏转换
* 非playing状态调用WX接口的告警提示
## 2022-7-1
### Fixed
* 开发阶段没显示耗时弹框
* 21.3unity服务器错误且无跨域头导致报错
## 2022-6-30
### Fixed
* 压缩纹理工具逻辑异常,增加进度条
* 完善限帧率接口SetPreferredFramesPerSecond
## 2022-6-28
### Feature
* 导出插件的brotli压缩不依赖python环境
### Fixed
* 压缩纹理工具独立命名避免有NuGet产生dll冲突
## 2022-6-18
### Fixed
* 小游戏模板错误
## 2022-6-16
### Feature
* 支持自定义可缓存文件及可清理文件
* 优化缓存目录统计
### Fixed
* 21.3unity在iOS上网络报错
## 2022-6-13
### Fixed
* `RemoveFile`参数转字符串
* 8.0.16安卓worker写文件报错
## 2022-6-8
### Feature
* 提供Loader启动数据
### Fixed
* 修复是否需要下载代码包上报
* 21.3版本Unity webrequest设置请求头注册进度事件
## 2022-6-7
### Feature
* 增加MemoryProfiler开发阶段分析内存
## 2022-6-1
### Feature
* 使用worker做文件写入临时绕过安卓文件写入多时造成卡顿
## 2022-5-31
### Feature
* 暴露插件进度事件
## 2022-5-30
### Fixed
* pc小游戏首包资源通过分包加载时读取失败
## 2022-5-26
### Changed
* 默认关闭纹理缓存,影响安卓帧率
### Fixed
* 修复21.3替换规则
## 2022-5-24
### Feature
* 增加对21.3版本unity支持
* MiniGameConfig.asset增加不常用配置入口
## 2022-4-29
### Fixed
* 通过分包加载资源时读取bug
## 2022-4-26
### Fixed
* 带`dataFileSubPrefix`时iOS首包资源下载bug
### Feature
* 游戏异常时增加重启游戏按钮
* 检查是否32位微信导致无法进入游戏
* 修正URL中非法路径
## 2022-4-24
### Fixed
更新独立域插件版本`1.0.60`
* 达缓存上限时未正常清理旧缓存
* 1.0.58版本插件iOS报错
## 2022-4-22
### Fixed
更新独立域插件版本`1.0.58`
* 预下载问题路径bug
* 不支持webgl2时提示
### Feature
* 增加清理指定文件接口`RemoveFile`
* 是否缓存纹理开关
## 2022-4-18
### Feature
* 修改文件删除接口使用方法`CleanFileCache`,`CleanAllFileCache`
## 2022-4-14
### Feature
* 增加清除文件缓存接口`CleanFileCache`
## 2022-4-11
### Changed
* 2021版本调整为需要手动分离symbols由于Unity自身产生的symbols存在缺失问题
* 增加CleaStreamingAssets选项控制是否清理webgl/StreamingAssets
## 2022-3-29
### Changed
* 更新插件版本为1.0.53
* `streamingUrlSubPath`支持传自定义拼接到streamingcdn后面的路径
* iOS不支持webgl2时提示
## 2022-3-22
### Changed
* 更新压缩纹理工具使用方式
## 2022-3-7
### Changed
* 更新独立域插件版本为1.0.51
* 预载列表按照填写顺序生成
* Unity2021不再提示分离symbols2021.2.11以后版本已支持
* Pointer_stringify导致的浏览器告警
## 2022-3-7
### Changed
* 更新独立域插件版本为1.0.50
## 2022-2-17
### Changed
* 更新独立域插件版本
* 增加日志输出
* 限帧时禁用后台执行Loop
## 2022-2-15
### Fixed
* UnityAudio循环播放修复
* 2021版本修改为默认使用External Symbols(需升级Unity到2021.2.11以上)
* PlayerSettings默认去除"Run In Background"
## 2022-2-14
### Feature
* 支持PC端DXT5压缩纹理
## 2022-2-11
### Feature
* 调整部分API
* 支持webgl2.0的压缩纹理
## 2022-1-26
### Feature
* 新增API
* 修复API中不确定类型的数据可能导致类型转换失败的问题
## 2022-1-25
### Fixed
* 修复Login方法默认不传timeout默认超时为1000ms容易失败的问题
## 2022-1-24
### Feature
* 兼容浏览器环境修复部分API问题
## 2022-1-21
### Feature
* 新增WXCleanAllFileCache接口用于清理所有文件缓存
### Changed
* 独立域插件版本更新到1.0.46,包含以下修改
1. 自动清理存量旧文件
2. 达到缓存上限时清理更多空间具体值可通过minigame/unity-namespace.js中releaseMemorySize修改
3. 上报unity版本和转换插件版本
4. 支持以文件名全匹配的方式忽略缓存
5. 插件错误报实时日志
6. pc小游戏兼容
## 2022-1-20
### Feature
* 新增API旧API批量重命名用法保持不变
## 2022-1-17
### Fixed
* 同名文件缓存未清理
### Changed
* 版本限制条件更新
## 2022-1-13
### Fixed
* Unity Audio能力适配, 不支持设备兼容处理; 退后台暂停播放音频; 性能提升
## 2022-1-7
### Fixed
* Unity Audio能力适配
* Unity Input Touch能力适配
## 2021-12-31
### Fixed
* 调整为默认不打开性能面板单独提供WX.OpenProfileStats
## 2021-12-30
### Fixed
* 修复引擎初始化失败后依然回调calledMainCb导致统计问题
* 修复2021版本abort时执行WXUncaughtException
* 补充小程序框架异常时上报实时日志
## 2021-12-20
### Fixed
* 2021 dev 运行报错(randomDevices替换)
* 跳转小游戏接口错误
* 缓存大小为0AssetBundle重试失败问题
## 2021-12-16
### Feature
* 开发、体验版本增加性能面板
## 2021-12-10
### Fixed
* 修复独立域插件未编译子包bug
## 2021-12-06
### Feature
* WebGL2.0 增加适配,该特性处于测试阶段
* 2021增加embedded symbols分离
* 增加error日志回调
### Fixed
* 2021 dev 运行报错
## 2021-12-02
### Fixed
* dev build报错
* 设备方向无法选中"LandscapeLeft", "LandscapeRight"
## 2021-11-30
### Changed
* 导出配置调整统一资源CDN路径配置配置顺序调整。
### Fixed
* 低版本C#导致markdownviewer报错'interpolated strings' cannot be used.
## 2021-11-19
### Fixed
* 更新小游戏模板
## 2021-11-18
### Feature
增加bundle相关导出配置
* 自定义bundle名中hash长度用于缓存控制默认32
* 自定义需缓存的路径标识符:下载路径命中标识符时会自动缓存本次下载文件。
* 忽略路径下指定类型文件:路径命中标识符时,过滤不需缓存的文件类型。
### Fixed
* markdownviewer可能出现guiskin引用丢失
### Changed
* 更新小游戏模板
## 2021-10-26
### Feature
* 增加部分文件操作API
* 压缩纹理替换优化,提升转换速度
## 2021-10-09
### Feature
* 增加Unity2020、2021版本支持
## 2021-09-23
### Fixed
* 程序crash时触发用户反馈入口
## 2021-09-22
### Feature
* 支持短音频的播放APIWX.ShortAudioPlayer更接近Unity的API调用方式
### Feature
* 当禁用异常时程序即将crash之前弹出用户反馈入口并自动提交用户反馈日志、JS Error与实时日志
### Feature
* 编译选项增加"Profiling Funcs", 仅调试问题时勾选此选项时,编译代码将含有函数名,代码体积变大
## 2021-09-14
### Feature
* 支持PlayerPrefs优化支持配置key
### Fixed
* 修复排行榜内存增长问题
## 2021-09-06
### Feature
* 支持导出时配置封面图
## 2021-8-20
### Feature
* 支持创建视频
## 2021-8-12
### Feature
* 修复IOS下音频被系统打断后的恢复问题
* 支持客服消息
## 2021-8-10
### Changed
* 小游戏项目模板更新
* 独立域插件更新为1.0.27。优化文件删除修复资源预载bug
## 2021-08-05
### Feature
* 音频支持获取播放状态
* 非POT图也支持延迟加载
## 2021-08-04
### Fixed
* 独立域插件版本更新为1.0.24,修复若干问题
## 2021-08-02
### Fixed
* 独立域插件更新1.0.20,修复首包资源下载异常
* 更新小游戏项目模板
## 2021-08-01
### Changed
* 小游戏项目模板更新
## 2021-07-31
### Feature
* 增加预下载并发数控制接口WX.SetConcurrent
### Changed
* 小游戏项目模板变更
## 2021-07-26
### Feature
* 增加预下载猎豹配置自动从导出目录webgl/StreamingAssets查找资源并填充到game.js的Preload列表
## 2021-07-26
### Feature
* 支持文件二进制读写(同步和异步)
* 压缩纹理替换速度优化
## 2021-07-20
### Fixed
* 独立域插件版本升级为1.0.16,修复初始上报时机
## 2021-07-19
### Changed
* 优化插件更新提示
## 2021-07-13
### Fixed
* 独立域插件版本升级为1.0.14修复了一些bug
### Changed
* 导出插件只提示更新,不自动下载
## 2021-07-09
### Fixed
* 独立域插件版本升级为1.0.13修复了一些bug
## 2021-07-02
### Fixed
* 微信版本或基础库版本过低时`WXWebAssembly`未定义,未弹框提示更新客户端
## 2021-06-30
### Fixed
* 压缩纹理兼容flare
### Feature
* 支持游戏恢复到前台后自动播放,默认开启分享
## 2021-06-29
### Fixed
* 云测试设置UI框架导致editor运行错误
### Feature
* 引入[UnityMarkdownViewer](https://github.com/gwaredd/UnityMarkdownViewer)在inspector面板预览changelog
### Removed
* 移除转换小游戏面板中`游戏内存大小`字段: 从Unity 2019开始已不支持设置`PlayerSettings.WebGL.memorySize`
### Changed
* 资源优化工具代码添加namespace, 避免与游戏代码冲突
### Others
独立域插件更新为(1.0.11)
* `.untiy3d`拓展名文件视为bundle文件可做缓存。
* 根据是否调试模式控制日志输出,规则为: 若为开发版, enableDebugLog=false且为调试模式时输出详细日志其他版本, 开启调试模式则输出详细日志
## 2021-06-10
### Fixed
* 独立域插件更新(1.0.10): 修复安卓分片读取包内资源内存越界

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Copyright (c) 2009, 2010, 2013-2016 by the Brotli Authors.
Permission is hereby granted, free of charge, to any person obtaining a copy
of this software and associated documentation files (the "Software"), to deal
in the Software without restriction, including without limitation the rights
to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
copies of the Software, and to permit persons to whom the Software is
furnished to do so, subject to the following conditions:
The above copyright notice and this permission notice shall be included in
all copies or substantial portions of the Software.
THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
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import binaryen from "binaryen";
import process from "process";
import fs from "fs";
if (process.argv.length < 3) {
console.error("cannot find wasmcode, Usage: node dump_wasm_symbo.mjs <your_minigame_dir>");
process.exit(-1);
}
let dir = process.argv[2];
if (!dir.endsWith("/")) {
dir += "/";
}
let bin = fs.readFileSync(dir + "webgl/Build/webgl.wasm");
binaryen.then(function(binaryenOb){
let mod = binaryenOb.readBinary(bin);
let symbols = {};
for (let i = 0; i < mod.getNumFunctions(); ++i) {
let ref = mod.getFunctionByIndex(i);
let func = binaryenOb.getFunctionInfo(ref);
symbols[i] = func.name;
}
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Apache License
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{
"name": "binaryen",
"description": "Browser & Node.js builds of Binaryen, a compiler infrastructure and toolchain library for WebAssembly.",
"version": "103.0.0",
"license": "Apache-2.0",
"repository": {
"type": "git",
"url": "https://github.com/AssemblyScript/binaryen.js.git"
},
"keywords": [
"webassembly",
"wasm"
],
"type": "module",
"main": "index.js",
"typings": "index.d.ts",
"bin": {
"wasm-opt": "bin/wasm-opt",
"wasm2js": "bin/wasm2js"
},
"scripts": {
"readme": "doctoc README.md --github --title \"### Contents\"",
"check": "tsc index.d.ts --noEmit --strict --noImplicitAny --strictNullChecks --listFiles --diagnostics",
"test": "npm run check && node tests/sanity && node tests/example",
"bundle": "node scripts/bundle.js"
},
"files": [
"index.js",
"index.d.ts",
"package.json",
"package-lock.json",
"README.md",
"bin/package.json",
"bin/wasm-opt",
"bin/wasm2js"
],
"devDependencies": {
"dateformat": "^5.0.2",
"doctoc": "^2.1.0",
"esbuild": "^0.13.14",
"semver": "^7.1.3",
"simple-git": "^2.47.0",
"typescript": "^4.4.4"
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{
"name": "unity-wasm",
"version": "1.0.0",
"description": "",
"author": "",
"license": "ISC",
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"binaryen": "^103.0.0"
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using System.IO;
using System.Threading;
using UnityEngine;
namespace WeChatWASM
{
public class PicTask
{
/// <summary>
/// 0: png, 1:astc, 2:etc23pvrtc
/// </summary>
public int type;
/// <summary>
/// 图片路径
/// </summary>
public string src;
public string dst;
public int width;
public int height;
}
/// <summary>
/// 基于ImageMagick的图片处理
/// </summary>
///
public static class PicCompressor
{
private static string ASTCPath;
private static string PVRTCPath;
private static string PNGPath;
private static string DXT5Path;
private static Semaphore sempore = new Semaphore(8, 8); // 最多设置8个进程
public static string GetASTCPath()
{
if (Application.platform == RuntimePlatform.WindowsEditor)
{
return Path.Combine(UnityUtil.GetWxSDKRootPath(), "Editor/TextureEditor/Node/astcenc-sse4.1.exe");
}
if (UnityEngine.SystemInfo.processorType.ToLower().Contains("apple"))
{
return Path.Combine(UnityUtil.GetWxSDKRootPath(), "Editor/TextureEditor/Node/astcenc-neon");
}
return Path.Combine(UnityUtil.GetWxSDKRootPath(), "Editor/TextureEditor/Node/astcenc-avx2");
}
public static string GetPVRTCPath()
{
return Path.Combine(UnityUtil.GetWxSDKRootPath(), "Editor/TextureEditor/Node/PVRTexToolCLI" + (Application.platform == RuntimePlatform.WindowsEditor ? ".exe" : string.Empty));
}
public static string GetDXT5Path()
{
return Path.Combine(UnityUtil.GetWxSDKRootPath(), "Editor/TextureEditor/Node/PVRTexToolCLI" + (Application.platform == RuntimePlatform.WindowsEditor ? ".exe" : string.Empty));
}
public static string GetPNGPath()
{
return Path.Combine(UnityUtil.GetWxSDKRootPath(), "Editor/TextureEditor/Node/pngquant" + (Application.platform == RuntimePlatform.WindowsEditor ? ".exe" : string.Empty));
}
public static void TestASTC()
{
var p = new System.Diagnostics.Process();
p.StartInfo.FileName = GetASTCPath();
p.StartInfo.UseShellExecute = false;
p.StartInfo.RedirectStandardInput = true;
p.StartInfo.RedirectStandardOutput = true;
p.StartInfo.RedirectStandardError = true;
p.StartInfo.CreateNoWindow = true;
p.StartInfo.Arguments = " -help";
p.Start();
string strOuput = p.StandardOutput.ReadToEnd();
Debug.Log(strOuput);
p.WaitForExit();
p.Close();
}
public static void TestMinPNG()
{
var p = new System.Diagnostics.Process();
p.StartInfo.FileName = GetPNGPath();
p.StartInfo.UseShellExecute = false;
p.StartInfo.RedirectStandardInput = true;
p.StartInfo.RedirectStandardOutput = true;
p.StartInfo.RedirectStandardError = true;
p.StartInfo.CreateNoWindow = true;
p.StartInfo.Arguments = " -help";
p.Start();
/*
string strOuput = p.StandardOutput.ReadToEnd();
Debug.Log(strOuput);
p.WaitForExit();
p.Close();
*/
}
public static void TestPVRTC()
{
var p = new System.Diagnostics.Process();
p.StartInfo.FileName = GetPVRTCPath();
p.StartInfo.UseShellExecute = false;
p.StartInfo.RedirectStandardInput = true;
p.StartInfo.RedirectStandardOutput = true;
p.StartInfo.RedirectStandardError = true;
p.StartInfo.CreateNoWindow = true;
p.StartInfo.Arguments = " -help";
p.Start();
}
}
}

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